[WILD] VERY consistent & fun Handbuff
- Last updated Jun 28, 2019 (Rise of the Mech)
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Wild
- 26 Minions
- 4 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Handbuff Paladin
- Crafting Cost: 8480
- Dust Needed: Loading Collection
- Created: 6/24/2019 (Rise of the Mech)
- TheSlowestBro
- Registered User
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Battle Tag:
N/A
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Region:
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Total Deck Rating
29
Introduction:
I've been playing handbuff pally since Mean Streets of Gadgetzan. Handbuff never made it past fringe play when it was in standard, but now in wild there are enough tools to do it the justice it deserves. This is the shell I've been playing for more or less a year now, it's actually really consistent and surprisingly strong. Nobody ever sees 20+ charge dmg coming! The recent round of buffs REALLY helped out a lot, allowing for t1 Crystology into a 2-drop.
How to pilot the deck:
Mulligan:
Keep any and all 1- and 2-cost cards. I usually keep a 3-drop as well especially if expecting aggro (except Wickerflame Burnbristle, always toss this). If I'm expecting a slower game I also tend to keep my charge minions as they often get absurdly large over the course of a game and give unexpected kill potential.
Early and mid-game:
If the opponent isn't doing much then I don't play much either, at least not till turn 3-4. I don't play my minions on curve unless pressured hard (except Drygulch Jailor and Stonehill Defender). Normally I try to save my handbuff cards for as long as possible without completely getting overrun, though don't get too greedy either if it ends up messing with your mana-efficiency too much.
A really common play would be do-nothing till t4 then Smuggler's Run + Tar Creeper and then follow-up with a 5-mana handbuffer such as Glowstone Technician into a few buffed up 3-drops or a Fight Promoter to draw cards (yes it triggers on itself if buffed to 6/6 or more!). Basically I almost always end up behind early game and pull it back by taunting up turn 3-4 followed by playing giant under-costed minions turns 5-8. Lifestealing taunts help a lot!
Playing Stonehill Defender on curve tip: Since handbuffs are way better on lower costed minions as they get a bigger relative boost to their stats, I recommend cards like Righteous Protector and Unpowered Steambot in most cases. I rarely pick the big stuff unless I'm running out of value, not even Tirion Fordring or The Lich King.
Late-game:
Wins come from either grinding my opponents out by maintaining card-draw and playing big stuff or from massive charge damage to the face. Try not to overextend onto the board and lose too much stuff at once to a board-clear, the handbuffed minions are precious resources that took time to build up. Normally once tempo is established playing 1-2 minions per turn is usually enough to maintain huge pressure.
Final Thoughts:
If you have the cards I definitely recommend you try this list, it's my favorite deck for sure. There is just something immensely satisfying in dealing 20+ charge damage in a turn or playing out multiple 6/6 Silverhand Recruits at 1 mana each. It takes some time to learn how to pilot the deck effectively in the various match-ups, like how to play against aggro vs control (and depending on which kind of control, can they be out-valued or not?).
So far I've made it to rank 8 with the list, which I think is pretty good for a dedicated handbuff deck of all things in wild! I never seriously try to rank up either so you might top that.
nice deck ! i tried it and it went well ... my biggest surprise was how Immortal Prelatefit well in the deck, you can get it on turn one with Crystology, it keep all the buff and can come back often with Call to Adventure
Another one that works great is another fetch card: Howling Commander who can get you early Zilliax or Wickerflame Burnbristle
i also added Sword of Justice for turn 2 (with coin) or 3 so when you begin to put buffed minion they get a little boost also
I added also Arena Fanatic for more buff, anyone try it ?
Thanks! I had the Immortal Prelate in here for a while, but the problem with it aside from providing some protection for fatigue is that it doesn't have any abilities that utilize the handbuff immediately upon playing (taunt, rush) so it's easy for the opponent to ignore it. Also I don't think the semi-fatigue protection is too relevant. It's really cool though for sure. Maybe with cards like you mention Call to Adventure, but I don't want to add more spells / non-minions to the deck unless they are completely bonkers in here. Howling Commander has similar issues to the Prelate, doesn't do much with buffs itself. But hey man maybe you are piloting the deck a bit differently from me, so if it works for you that's great!
I haven't tried Arena Fanatic, I think it's simply too weak.
I had an amazing time playing this deck.
Thanks for new experience.
Happy to hear it! =)
-2 Promoters +2 hungry crabs,
- wickerflame -2 corpsetakers +brann +2 dirty rats ,
- 2 ghostly chargers +1 echoing ooze +1 divine favor,
Lost 4 games out of 17 to bad draws, overall the changes i made work for me, currently sitting on r3/2
Cool! I haven't been at those ranks in ages, I assume the meta is way faster there. Do you feel you are able to maintain the buff train going by cutting that much card draw though?
I love messing around with handbuff decks and yours seems to be pretty solid. Nice job.
I took your list and thought I'd throw it on its head a little bit and change the mechanics to a healbuff.
I almost never use Blackguard but they can do some serious damage in this deck and become immediate must-removals for your opponent. Anyway, your deck is certainly more built for climbing and real competition, but if you want to try a fun variant in casual my version is pretty fun.
Awesome you found some use for Blackguard! Are you able to take damage consistently enough that your heal cards get regular value? I'd think about even including Truesilver Champion is your list for both heal + self damage outlet.
Hey, I just posted a handbuff deck as well that i grinded to top legend! And yours seems really cool!!! I will try it out!
I have some card suggestion for you:
Echoing Ooze - They work really well when buffed, and they help a lot vs aggro decks since thery cost only 2.
Doppelgangster - Your deck has so many handbuffs that you can play it being 3 7/7, 8/8 etc...
Meanstreet Marshal It is an early drop that can cycle your deck. It looks like your deck is very slow (just a few low drops), maybe some guys to battle for the board at the beggining can help. I would add Righteous Protector as well.
And thanks for the deck, i didn't know about Fight Promoter!
Hey and congratulations on such an impressive legend rank!!
Thank you for the kind words and for commenting on my deck! Your deck looks awesome too, it looks way faster than my list! I'll definitely give it a try!
Regarding your suggestions, well I'm ashamed to say I disenchanted Echoing Ooze a really long time ago, but man I've thought about re-crafting it many times. I really should make one copy and try it out. The list is tight though, maybe I could try it out over one copy of Drygulch Jailor in its place.. I really like the Jailor though not gonna lie, but sometimes it's ability being a deathrattle can be a bit awkward if it's drawn later on thats for sure.
I used to run Doppelgangster but I often felt it too clunky and hard to play, that being said I haven't tried it since Glowstone Technician was released. It would be really great against control for sure. I could potentially see it going in over Wickerflame Burnbristle which is in most circumstances one of the weakest draws of the deck, on the other hand it gives another good safety-net to turn on the Corpsetaker and ensuring lifesteal is instrumental against aggro. Another card I potentially could cut is Windfury Harpy, giving the Corpsetakers windfury is cute but also kinda win-more and they are mostly in the deck for their defensive abilities anyway. Harpy can be pretty cool though even if drawn as a 6 drop if I get down Glowstone Technician on t5.
The Meanstreet Marshal I'm not a fan of, I've tried it and the card draw is not that relevant since I'm already running plenty of that, I'd much rather run Righteous Protector which has been in the list previously, and it still gets added in and out depending on the degree of aggro it feels like I'm facing, but otherwise I find it a bit underwhelming in most other match-ups. You're right the list is definitely slow most games, despite that I think I do at least decent against aggro anyway since I have consistently taunt on t3 and 6 lifesteal sources with either taunt or charge in the deck.
Heheh sorry about the lengthy reply. Let me know if you come to other conclusions than I have when you try it out!
Yeah, i would def cut the Harpy, but i understand that you kept it for "fun value" as well. Also I would cut 1 promoter or the ashmore. I know they generate a lot of value, but your deck has already 2 many draw/value engines. The gangsters are really good. You can try them! =)
Ow, and what about Paragon of Light to replace Tar Creeper? After 1 buff it is a 3/6 + lifesteal vs a 2/6 (4/6 on opponent turn).
Ended up making a few changes based on our conversation and testing. Thank you for your suggestion! The Ooze was worth the craft :D
Oh man, best deck ever!
Thank you for the kind words!